feat: 解析式 PBR(Cook-Torrance GGX,metallic-roughness 工作流)

- 修 void* 指针算术警告(Texture::InitFromDds)
- Material:slot2 语义切为 metallicRoughness(glTF 约定 G=粗糙度
  B=金属度)+ 新增材质因子参数 UBO(binding 4,per-slot ring,
  创建时写死,metallic/roughness 因子乘 MR 贴图)
- simple_shader.frag:Blinn-Phong → Cook-Torrance(GGX 分布 +
  Smith 几何 + Schlick Fresnel,k=(r+1)²/8 解析光源版);金属不参与
  漫反射;环境光暂为常数(IBL 后续)
- Model:读 aiTextureType_UNKNOWN(glTF MR 落点)+ AI_MATKEY_
  METALLIC/ROUGHNESS_FACTOR(旧资产缺键退化为电介质 0/0.5);
  材质缓存键含因子
- main.cpp:演示场景换回 backpack(旧资产走因子路径验证 PBR 全链路)
- 旧 specular 贴图不再使用(语义被 MR 取代)
This commit is contained in:
2026-09-23 18:01:14 +08:00
parent 2c4efc5165
commit 89bf4256e8
23 changed files with 449 additions and 371 deletions
+2 -2
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@@ -44,7 +44,7 @@ namespace Engine {
m_MouseCapture = std::move(mouse);
}
vk::SurfaceKHR CreateSurface(vk::Instance instance);
vk::SurfaceKHR CreateSurface(vk::Instance instance) const;
void DestroySurface(vk::Instance instance, vk::SurfaceKHR surface);
u32 GetWidth() const { return m_Width; }
@@ -63,7 +63,7 @@ namespace Engine {
// 输入事件系统
bool IsKeyPressed(int key) const;
void GetMouseDelta(float& dx, float& dy);
void GetMouseDelta(float& dx, float& dy) const;
+30 -16
View File
@@ -1,46 +1,58 @@
//
// Created by atdunbg on 2026/9/21.
//
// Material:着色材质 = 一组纹理槽 + 一个描述符集。
// Material:PBR 材质 = 纹理槽组 + 因子参数 UBO + 一个描述符集。
//
// 槽位(binding = 槽位序号,与 simple_shader.frag 契约一致):
// 0 albedo(BaseColor,sRGB) 1 normal(切线空间法线,线性)
// 2 specular(高光强度/颜色,线性) 3 emissive(自发光,sRGB)
// 槽位(binding = 槽位序号,与 simple_shader.frag 契约一致,glTF
// metallic-roughness 工作流):
// 0 albedo(BaseColor,sRGB) 1 normal(切线空间法线,线性)
// 2 metallicRoughness(线性:G=粗糙度,B=金属度,glTF 约定)
// 3 emissive(自发光,sRGB) 4 材质参数 UBO(fragment)
//
// 纹理非拥有(Model 的纹理缓存持有);空槽由调用方传默认纹理
//(白/平法线/黑/黑,Model 持有),shader 永远可以安全采样。
// 纹理非拥有(Model 的纹理缓存持有);缺槽由调用方传默认纹理。
// 因子(metallicFactor/roughnessFactor)乘在 MR 贴图上——无 MR 图的
// 旧资产退化为纯因子(电介质 + 常数粗糙度)。
//
#ifndef HELLOVULKAN_MATERIAL_H
#define HELLOVULKAN_MATERIAL_H
#include <Engine/Core/Types.h>
#include <glm/glm.hpp>
#include <vulkan/vulkan.hpp>
#include <array>
#include <string>
namespace Engine
{
namespace Engine {
class Device;
class MemoryAllocator;
class DescriptorManager;
class Texture;
class UniformBuffer;
class Material
{
// 材质因子(乘 MR 贴图;无贴图时即最终值)
struct MaterialParams {
glm::vec4 factors{0.0f, 0.5f, 0.0f, 0.0f}; // x=metallic y=roughness
};
class Material {
public:
// 槽位序号(与 binding 对齐)
enum Slot : u32 {
Albedo = 0,
Normal = 1,
Specular = 2,
MetallicRoughness = 2,
Emissive = 3,
kSlotCount = 4,
kSlotCount = 4, // 纹理槽数
kParamsBinding = 4, // 参数 UBO binding
};
Material(Device& device,
Material(Device& device, MemoryAllocator& allocator,
DescriptorManager& descriptorManager,
vk::DescriptorSetLayout layout,
const std::array<Texture*, kSlotCount>& textures);
const std::array<Texture*, kSlotCount>& textures,
const MaterialParams& params);
~Material();
Material(const Material&) = delete;
@@ -49,12 +61,14 @@ namespace Engine
vk::DescriptorSet GetDescriptorSet() const { return m_DescriptorSet; }
Texture* GetTexture(Slot slot) const { return m_Textures[slot]; }
// 材质缓存键:同贴图组合共享一份(Model 层使用)
static std::string MakeCacheKey(const std::string paths[kSlotCount]);
// 材质缓存键:同贴图组合+同因子共享一份(Model 层使用)
static std::string MakeCacheKey(const std::string paths[kSlotCount],
const MaterialParams& params);
private:
std::array<Texture*, kSlotCount> m_Textures{};
vk::DescriptorSet m_DescriptorSet;
Scope<UniformBuffer> m_ParamsBuffer; // per-slot 参数 ring(创建时写死)
};
} // namespace Engine
+4 -3
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@@ -64,10 +64,11 @@ namespace Engine
Texture* GetOrLoadTexture(const std::string& path, bool srgb);
// 材质缓存入口:同贴图组合共享同一 Material(一个描述符集),
// 材质缓存入口:同贴图组合+因子共享同一 Material(一个描述符集),
// 槽位路径为空/文件缺失折到对应默认纹理。路径已做反斜杠归一化。
// paths 下标 = Material::Slot(albedo/normal/specular/emissive)
Material* GetOrCreateMaterial(const std::string paths[Material::kSlotCount]);
// paths 下标 = Material::Slot;params = metallic/roughness 因子
Material* GetOrCreateMaterial(const std::string paths[Material::kSlotCount],
const MaterialParams& params);
Device& m_Device;
MemoryAllocator& m_Allocator;
+1 -1
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@@ -49,7 +49,7 @@ namespace Engine {
class Renderer {
public:
Renderer(Window& window);
explicit Renderer(Window& window);
~Renderer();
Renderer(const Renderer&) = delete;
@@ -28,10 +28,10 @@ namespace Engine {
CommandManager& operator=(const CommandManager&) = delete;
// 开始录制指定帧槽位的命令缓冲
vk::CommandBuffer BeginFrame(u32 frameSlot);
vk::CommandBuffer BeginFrame(u32 frameSlot) const;
// 结束录制
void EndFrame(u32 frameSlot);
void EndFrame(u32 frameSlot) const;
vk::CommandBuffer GetBuffer(u32 frameSlot) const { return m_Buffers[frameSlot]; }
@@ -28,21 +28,21 @@ namespace Engine {
DescriptorManager(const DescriptorManager&) = delete;
DescriptorManager& operator=(const DescriptorManager&) = delete;
vk::DescriptorSetLayout CreateLayout(const std::vector<DescriptorBinding>& bindings);
vk::DescriptorSetLayout CreateLayout(const std::vector<DescriptorBinding>& bindings) const;
vk::DescriptorSet AllocateDescriptorSet(vk::DescriptorSetLayout layout);
void UpdateUniformBuffer(vk::DescriptorSet set, u32 binding,
vk::Buffer buffer, u64 size);
vk::Buffer buffer, u64 size) const;
void UpdateStorageBuffer(vk::DescriptorSet set, u32 binding,
vk::Buffer buffer, u64 size);
vk::Buffer buffer, u64 size) const;
void UpdateTexture(vk::DescriptorSet set, u32 binding,
vk::Sampler sampler, vk::ImageView view);
vk::Sampler sampler, vk::ImageView view) const;
// 单个 set layout 的旧接口(保留)
vk::PipelineLayout CreatePipelineLayout(vk::DescriptorSetLayout layout,
u32 pushConstantSize);
u32 pushConstantSize) const;
// 多 set layout 的新接口。
// push constant range 按程序级 vertex|fragment 声明(与
@@ -50,7 +50,7 @@ namespace Engine {
// push 调用点必须带同样的双 stage(VUID-01796)
vk::PipelineLayout CreatePipelineLayout(
const std::vector<vk::DescriptorSetLayout>& layouts,
u32 pushConstantSize);
u32 pushConstantSize) const;
private:
Device& m_Device;
@@ -64,7 +64,7 @@ namespace Engine {
// 每块的容量(set 数;各类型描述符数同值)
static constexpr u32 kChunkSets = 4096;
vk::DescriptorPool CreateChunk();
vk::DescriptorPool CreateChunk() const;
};
} // namespace Engine
+3 -3
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@@ -39,12 +39,12 @@ namespace Engine {
ShaderObject CreateFromSPIRV(const std::vector<u32>& spirv,
vk::ShaderStageFlagBits stage,
const std::vector<vk::DescriptorSetLayout>& layouts = {},
u32 pushConstantSize = 0);
u32 pushConstantSize = 0) const;
void Destroy(const ShaderObject& shader);
void Destroy(const ShaderObject& shader) const;
private:
std::vector<u32> ReadSPIRV(const std::string& path);
static std::vector<u32> ReadSPIRV(const std::string& path);
Device& m_Device;
};
+2 -2
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@@ -35,8 +35,8 @@ namespace Engine {
vk::Fence GetFrameFence(u32 frameIndex) const { return m_FrameFences[frameIndex]; }
// 等待并重置这一帧的 Fence
void WaitFence(u32 frameIndex); // 只等,不 reset
void ResetFence(u32 frameIndex); // 只 reset
void WaitFence(u32 frameIndex) const; // 只等,不 reset
void ResetFence(u32 frameIndex) const; // 只 reset
private:
Device& m_Device;
+1 -1
View File
@@ -39,7 +39,7 @@ namespace Engine {
u64 GetSize() const { return m_Size; }
// 写入指定帧槽位的 UBO(仅在该槽位 fence 确认完成后调用)
void Update(u32 frameSlot, const void* data, u64 size);
void Update(u32 frameSlot, const void* data, u64 size) const;
private:
std::vector<Scope<Buffer>> m_Buffers;
+16 -16
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@@ -18,7 +18,7 @@ namespace Engine
// ============ 资源计数 ============
void Stats::AddTexture(u64 bytes)
void Stats::AddTexture(const u64 bytes)
{
std::lock_guard lock(m_Mutex);
m_TextureCount++;
@@ -27,7 +27,7 @@ namespace Engine
m_TotalAllocation += bytes;
}
void Stats::RemoveTexture(u64 bytes)
void Stats::RemoveTexture(const u64 bytes)
{
std::lock_guard lock(m_Mutex);
if (m_TextureCount > 0) m_TextureCount--;
@@ -36,27 +36,27 @@ namespace Engine
m_TotalDeallocation += bytes;
}
void Stats::AddMesh(u64 vertexBytes, u64 indexBytes)
void Stats::AddMesh(const u64 vertexBytes, const u64 indexBytes)
{
std::lock_guard lock(m_Mutex);
m_MeshCount++;
u64 total = vertexBytes + indexBytes;
const u64 total = vertexBytes + indexBytes;
m_MeshBytes += total;
m_FrameAllocation += total;
m_TotalAllocation += total;
}
void Stats::RemoveMesh(u64 vertexBytes, u64 indexBytes)
void Stats::RemoveMesh(const u64 vertexBytes, const u64 indexBytes)
{
std::lock_guard lock(m_Mutex);
if (m_MeshCount > 0) m_MeshCount--;
u64 total = vertexBytes + indexBytes;
const u64 total = vertexBytes + indexBytes;
if (m_MeshBytes >= total) m_MeshBytes -= total;
m_FrameDeallocation += total;
m_TotalDeallocation += total;
}
void Stats::AddBuffer(u64 bytes)
void Stats::AddBuffer(const u64 bytes)
{
std::lock_guard lock(m_Mutex);
m_BufferCount++;
@@ -65,7 +65,7 @@ namespace Engine
m_TotalAllocation += bytes;
}
void Stats::RemoveBuffer(u64 bytes)
void Stats::RemoveBuffer(const u64 bytes)
{
std::lock_guard lock(m_Mutex);
if (m_BufferCount > 0) m_BufferCount--;
@@ -74,25 +74,25 @@ namespace Engine
m_TotalDeallocation += bytes;
}
void Stats::AddMemoryBlock(u64 bytes)
void Stats::AddMemoryBlock(const u64 bytes)
{
std::lock_guard lock(m_Mutex);
m_MemoryBlockBytes += bytes;
}
void Stats::RemoveMemoryBlock(u64 bytes)
void Stats::RemoveMemoryBlock(const u64 bytes)
{
std::lock_guard lock(m_Mutex);
if (m_MemoryBlockBytes >= bytes) m_MemoryBlockBytes -= bytes;
}
void Stats::AddMemoryUsed(u64 bytes)
void Stats::AddMemoryUsed(const u64 bytes)
{
std::lock_guard lock(m_Mutex);
m_MemoryUsedBytes += bytes;
}
void Stats::RemoveMemoryUsed(u64 bytes)
void Stats::RemoveMemoryUsed(const u64 bytes)
{
std::lock_guard lock(m_Mutex);
if (m_MemoryUsedBytes >= bytes) m_MemoryUsedBytes -= bytes;
@@ -111,14 +111,14 @@ namespace Engine
{
}
void Stats::AddAllocation(u64 bytes)
void Stats::AddAllocation(const u64 bytes)
{
std::lock_guard lock(m_Mutex);
m_FrameAllocation += bytes;
m_TotalAllocation += bytes;
}
void Stats::AddDeallocation(u64 bytes)
void Stats::AddDeallocation(const u64 bytes)
{
std::lock_guard lock(m_Mutex);
m_FrameDeallocation += bytes;
@@ -206,13 +206,13 @@ namespace Engine
// ============ 打印 ============
static double MB(u64 bytes) { return bytes / (1024.0 * 1024.0); }
static double MB(const u64 bytes) { return bytes / (1024.0 * 1024.0); }
void Stats::Print() const
{
std::lock_guard lock(m_Mutex);
auto proc = ReadProcessMemory();
const auto proc = ReadProcessMemory();
ENGINE_INFO("========== Resource Stats ==========");
ENGINE_INFO("Textures: {:>4} ({:.2f} MB)", m_TextureCount, MB(m_TextureBytes));
+4 -4
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@@ -156,7 +156,7 @@ namespace Engine
glfwPollEvents();
}
vk::SurfaceKHR Window::CreateSurface(vk::Instance instance)
vk::SurfaceKHR Window::CreateSurface(const vk::Instance instance) const
{
VkSurfaceKHR surface;
if (glfwCreateWindowSurface(instance, m_Window, nullptr, &surface) != VK_SUCCESS)
@@ -167,7 +167,7 @@ namespace Engine
return surface;
}
void Window::DestroySurface(vk::Instance instance, vk::SurfaceKHR surface)
void Window::DestroySurface(const vk::Instance instance, const vk::SurfaceKHR surface)
{
instance.destroySurfaceKHR(surface);
}
@@ -184,14 +184,14 @@ namespace Engine
glfwGetFramebufferSize(m_Window, &width, &height);
}
bool Window::IsKeyPressed(int key) const
bool Window::IsKeyPressed(const int key) const
{
// UI 捕获键盘时,轮询接口同样静默(相机等轮询型消费方)
if (m_KeyboardCapture && m_KeyboardCapture()) return false;
return glfwGetKey(m_Window, key) == GLFW_PRESS;
}
void Window::GetMouseDelta(float& dx, float& dy)
void Window::GetMouseDelta(float& dx, float& dy) const
{
double mx, my;
glfwGetCursorPos(m_Window, &mx, &my);
+20 -4
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@@ -7,14 +7,17 @@
#include <Engine/Vulkan/MemoryAllocator.h>
#include <Engine/Vulkan/DescriptorManager.h>
#include <Engine/Vulkan/Texture.h>
#include <Engine/Vulkan/UniformBuffer.h>
#include <Engine/Core/FrameContext.h>
#include <Engine/Core/Log.h>
namespace Engine
{
Material::Material(Device& device,
Material::Material(Device& device, MemoryAllocator& allocator,
DescriptorManager& descriptorManager,
vk::DescriptorSetLayout layout,
const std::array<Texture*, kSlotCount>& textures)
const std::array<Texture*, kSlotCount>& textures,
const MaterialParams& params)
: m_Textures(textures)
{
m_DescriptorSet = descriptorManager.AllocateDescriptorSet(layout);
@@ -25,18 +28,31 @@ namespace Engine
m_Textures[slot]->GetSampler(),
m_Textures[slot]->GetView());
}
// 材质参数:per-slot ring,创建时写死(参数静态,无每帧更新)
m_ParamsBuffer = CreateScope<UniformBuffer>(
device, allocator, sizeof(MaterialParams), kMaxFramesInFlight);
for (u32 slot = 0; slot < kMaxFramesInFlight; ++slot) {
m_ParamsBuffer->Update(slot, &params, sizeof(params));
descriptorManager.UpdateUniformBuffer(
m_DescriptorSet, kParamsBinding,
m_ParamsBuffer->Get(slot), m_ParamsBuffer->GetSize());
}
}
Material::~Material() = default;
std::string Material::MakeCacheKey(const std::string paths[kSlotCount])
std::string Material::MakeCacheKey(const std::string paths[kSlotCount],
const MaterialParams& params)
{
std::string key;
for (u32 slot = 0; slot < kSlotCount; ++slot) {
if (slot) key += '\n';
key += paths[slot];
key += '\n';
}
key += "f:" + std::to_string(params.factors.x) +
"," + std::to_string(params.factors.y);
return key;
}
} // namespace Engine
+22 -11
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@@ -38,13 +38,13 @@ Model::~Model() = default;
void Model::InitDefaultTextures()
{
// 各材质槽位的兜底纹理(1x1,开销可忽略):
// albedo 白(受光) / normal 平法线 (0.5,0.5,1) / specular 黑 / emissive 黑
// albedo 白 / MR 平参数(roughness 0.5, metallic 0)/ emissive 黑
m_DefaultTextures[Material::Albedo] =
Texture::CreateSolidColor(m_Device, m_Allocator, 255, 255, 255);
m_DefaultTextures[Material::MetallicRoughness] =
Texture::CreateSolidColor(m_Device, m_Allocator, 0, 128, 0, false);
m_DefaultTextures[Material::Normal] =
Texture::CreateSolidColor(m_Device, m_Allocator, 128, 128, 255, false);
m_DefaultTextures[Material::Specular] =
Texture::CreateSolidColor(m_Device, m_Allocator, 0, 0, 0, false);
m_DefaultTextures[Material::Emissive] =
Texture::CreateSolidColor(m_Device, m_Allocator, 0, 0, 0);
}
@@ -74,7 +74,7 @@ Model::Model(Device& device, MemoryAllocator& allocator,
// 材质/纹理生命周期随模型(缓存持有)
std::string paths[Material::kSlotCount] = {"", "", "", ""};
Material* mat = GetOrCreateMaterial(paths); // 全默认材质
Material* mat = GetOrCreateMaterial(paths, MaterialParams{}); // 全默认材质
m_Meshes.push_back(CreateScope<Mesh>(
m_Device, m_Allocator, vertices, indices, mat));
@@ -148,9 +148,10 @@ Texture* Model::GetOrLoadTexture(const std::string& rawPath, bool srgb)
return ptr;
}
Material* Model::GetOrCreateMaterial(const std::string paths[Material::kSlotCount])
Material* Model::GetOrCreateMaterial(const std::string paths[Material::kSlotCount],
const MaterialParams& params)
{
const std::string key = Material::MakeCacheKey(paths);
const std::string key = Material::MakeCacheKey(paths, params);
if (auto it = m_MaterialCache.find(key); it != m_MaterialCache.end()) {
return it->second.get();
}
@@ -169,7 +170,8 @@ Material* Model::GetOrCreateMaterial(const std::string paths[Material::kSlotCoun
}
auto mat = CreateScope<Material>(
m_Device, m_DescriptorManager, m_TextureLayout, textures);
m_Device, m_Allocator, m_DescriptorManager, m_TextureLayout,
textures, params);
Material* ptr = mat.get();
m_MaterialCache.emplace(key, std::move(mat));
return ptr;
@@ -225,18 +227,20 @@ Scope<Mesh> Model::ProcessMesh(aiMesh* mesh, const aiScene* scene)
}
}
// 读取材质纹理路径(4 槽:albedo/normal/specular/emissive)
// 读取材质纹理路径(PBR metallic-roughness 槽位)+ 金属度/粗糙度因子
std::string texPaths[Material::kSlotCount];
MaterialParams params;
if (mesh->mMaterialIndex >= 0) {
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
const std::filesystem::path modelDir =
std::filesystem::path(m_ModelPath).parent_path();
// glTF 的 metallicRoughness 贴图落在 aiTextureType_UNKNOWN
const std::pair<aiTextureType, u32> slots[] = {
{aiTextureType_DIFFUSE, Material::Albedo},
{aiTextureType_NORMALS, Material::Normal},
{aiTextureType_SPECULAR, Material::Specular},
{aiTextureType_UNKNOWN, Material::MetallicRoughness},
{aiTextureType_EMISSIVE, Material::Emissive},
};
@@ -247,10 +251,17 @@ Scope<Mesh> Model::ProcessMesh(aiMesh* mesh, const aiScene* scene)
texPaths[slot] = (modelDir / path.C_Str()).string();
}
}
// PBR 因子(glTF2 材质属性;旧资产无此键 → 默认电介质 0/0.5)
ai_real metallic = 0.0f, roughness = 0.5f;
material->Get(AI_MATKEY_METALLIC_FACTOR, metallic);
material->Get(AI_MATKEY_ROUGHNESS_FACTOR, roughness);
params.factors = glm::vec4(static_cast<f32>(metallic),
static_cast<f32>(roughness), 0.0f, 0.0f);
}
// 材质缓存:同贴图组合 → 同一 Material(一个描述符集),mesh 数 ≠ 集数
Material* mat = GetOrCreateMaterial(texPaths);
// 材质缓存:同贴图组合+因子 → 同一 Material(一个描述符集)
Material* mat = GetOrCreateMaterial(texPaths, params);
return CreateScope<Mesh>(
m_Device, m_Allocator, vertices, indices, mat);
+5 -2
View File
@@ -32,14 +32,17 @@ namespace Engine::Passes
};
uboSetLayout = descriptors.CreateLayout(uboBindings);
// Set 1: 材质纹理槽(binding = Material::Slot:0 albedo / 1 normal /
// 2 specular / 3 emissive)
// Set 1: PBR 材质纹理槽(binding = Material::Slot:0 albedo /
// 1 normal / 2 metallicRoughness / 3 emissive)+ 参数 UBO(binding 4)
std::vector<DescriptorBinding> texBindings;
for (u32 slot = 0; slot < Material::kSlotCount; ++slot) {
texBindings.push_back(
{slot, vk::DescriptorType::eCombinedImageSampler,
vk::ShaderStageFlagBits::eFragment});
}
texBindings.push_back(
{Material::kParamsBinding, vk::DescriptorType::eUniformBuffer,
vk::ShaderStageFlagBits::eFragment});
textureSetLayout = descriptors.CreateLayout(texBindings);
// Set 2: CSM 级联阴影图(fragment 采样,binding = 级联序号)
+4 -4
View File
@@ -14,9 +14,9 @@
namespace Engine {
Buffer::Buffer(Device& device, MemoryAllocator& allocator,
vk::DeviceSize size, vk::BufferUsageFlags usage,
vk::MemoryPropertyFlags memProps)
: m_Device(device), m_Allocator(allocator) , m_Size(size)
const vk::DeviceSize size, const vk::BufferUsageFlags usage,
const vk::MemoryPropertyFlags memProps)
: m_Device(device), m_Size(size) , m_Allocator(allocator)
{
// VMA 惯用法:创建 + 分配 + 绑定一步完成;
// HOST_VISIBLE 时持久映射,MappedPtr 直接可用
@@ -33,7 +33,7 @@ namespace Engine {
STATS.RemoveBuffer(m_Size);
}
void Buffer::Upload(const void* data, vk::DeviceSize size, vk::DeviceSize offset)
void Buffer::Upload(const void* data, const vk::DeviceSize size, const vk::DeviceSize offset) const
{
if (!m_MappedPtr) {
ENGINE_ERROR("Buffer::Upload: buffer is not host visible");
+3 -3
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@@ -35,9 +35,9 @@ namespace Engine {
m_Device.GetDevice().destroyCommandPool(m_Pool);
}
vk::CommandBuffer CommandManager::BeginFrame(u32 frameSlot)
vk::CommandBuffer CommandManager::BeginFrame(const u32 frameSlot) const
{
auto cmd = m_Buffers[frameSlot];
const auto cmd = m_Buffers[frameSlot];
cmd.reset();
vk::CommandBufferBeginInfo beginInfo;
@@ -47,7 +47,7 @@ namespace Engine {
return cmd;
}
void CommandManager::EndFrame(u32 frameSlot)
void CommandManager::EndFrame(const u32 frameSlot) const
{
m_Buffers[frameSlot].end();
}
+11 -11
View File
@@ -18,12 +18,12 @@ namespace Engine
DescriptorManager::~DescriptorManager()
{
for (auto pool : m_Pools) {
for (const auto pool : m_Pools) {
m_Device.GetDevice().destroyDescriptorPool(pool);
}
}
vk::DescriptorPool DescriptorManager::CreateChunk()
vk::DescriptorPool DescriptorManager::CreateChunk() const
{
std::array<vk::DescriptorPoolSize, 3> poolSizes = {
vk::DescriptorPoolSize(vk::DescriptorType::eUniformBuffer, kChunkSets),
@@ -39,7 +39,7 @@ namespace Engine
return m_Device.GetDevice().createDescriptorPool(poolInfo);
}
vk::DescriptorSetLayout DescriptorManager::CreateLayout(const std::vector<DescriptorBinding>& bindings)
vk::DescriptorSetLayout DescriptorManager::CreateLayout(const std::vector<DescriptorBinding>& bindings) const
{
std::vector<vk::DescriptorSetLayoutBinding> vkBindings;
for (auto& b : bindings)
@@ -80,8 +80,8 @@ namespace Engine
}
}
void DescriptorManager::UpdateUniformBuffer(vk::DescriptorSet set, u32 binding,
vk::Buffer buffer, u64 size)
void DescriptorManager::UpdateUniformBuffer(const vk::DescriptorSet set, const u32 binding,
const vk::Buffer buffer, const u64 size) const
{
vk::DescriptorBufferInfo bufferInfo;
bufferInfo.setBuffer(buffer).setOffset(0).setRange(size);
@@ -97,8 +97,8 @@ namespace Engine
m_Device.GetDevice().updateDescriptorSets(write, {});
}
void DescriptorManager::UpdateStorageBuffer(vk::DescriptorSet set, u32 binding,
vk::Buffer buffer, u64 size)
void DescriptorManager::UpdateStorageBuffer(const vk::DescriptorSet set, const u32 binding,
const vk::Buffer buffer, const u64 size) const
{
vk::DescriptorBufferInfo bufferInfo;
bufferInfo.setBuffer(buffer).setOffset(0).setRange(size);
@@ -114,8 +114,8 @@ namespace Engine
m_Device.GetDevice().updateDescriptorSets(write, {});
}
void DescriptorManager::UpdateTexture(vk::DescriptorSet set, u32 binding,
vk::Sampler sampler, vk::ImageView view)
void DescriptorManager::UpdateTexture(const vk::DescriptorSet set, const u32 binding,
const vk::Sampler sampler, const vk::ImageView view) const
{
vk::DescriptorImageInfo imageInfo;
imageInfo.setSampler(sampler)
@@ -134,7 +134,7 @@ namespace Engine
}
vk::PipelineLayout DescriptorManager::CreatePipelineLayout(vk::DescriptorSetLayout layout,
const u32 pushConstantSize)
const u32 pushConstantSize) const
{
vk::PipelineLayoutCreateInfo info;
info.setSetLayouts(layout);
@@ -154,7 +154,7 @@ namespace Engine
}
vk::PipelineLayout DescriptorManager::CreatePipelineLayout(const std::vector<vk::DescriptorSetLayout>& layouts,
u32 pushConstantSize)
const u32 pushConstantSize) const
{
vk::PipelineLayoutCreateInfo info;
info.setSetLayouts(layouts);
+8 -8
View File
@@ -21,11 +21,11 @@ ShaderManager::~ShaderManager()
}
ShaderObject ShaderManager::CreateFromFile(const std::string& spvPath,
vk::ShaderStageFlagBits stage,
const vk::ShaderStageFlagBits stage,
const std::vector<vk::DescriptorSetLayout>& layouts,
u32 pushConstantSize)
const u32 pushConstantSize)
{
auto spirv = ReadSPIRV(spvPath);
const auto spirv = ReadSPIRV(spvPath);
if (spirv.empty()) {
ENGINE_ERROR("Failed to read SPIR-V: {}", spvPath);
return { nullptr, stage };
@@ -34,9 +34,9 @@ ShaderObject ShaderManager::CreateFromFile(const std::string& spvPath,
}
ShaderObject ShaderManager::CreateFromSPIRV(const std::vector<u32>& spirv,
vk::ShaderStageFlagBits stage,
const vk::ShaderStageFlagBits stage,
const std::vector<vk::DescriptorSetLayout>& layouts,
u32 pushConstantSize)
const u32 pushConstantSize) const
{
vk::ShaderStageFlags nextStage = {};
if (stage == vk::ShaderStageFlagBits::eVertex) {
@@ -70,7 +70,7 @@ ShaderObject ShaderManager::CreateFromSPIRV(const std::vector<u32>& spirv,
vk::ShaderEXT shader;
try {
auto result = m_Device.GetDevice().createShadersEXT(createInfo);
const auto result = m_Device.GetDevice().createShadersEXT(createInfo);
shader = result.value[0];
}
catch (const vk::SystemError& e) {
@@ -81,7 +81,7 @@ ShaderObject ShaderManager::CreateFromSPIRV(const std::vector<u32>& spirv,
return { shader, stage };
}
void ShaderManager::Destroy(const ShaderObject& shader)
void ShaderManager::Destroy(const ShaderObject& shader) const
{
if (shader.Handle) {
m_Device.GetDevice().destroyShaderEXT(shader.Handle);
@@ -96,7 +96,7 @@ std::vector<u32> ShaderManager::ReadSPIRV(const std::string& path)
return {};
}
size_t size = file.tellg();
const size_t size = file.tellg();
std::vector<u32> buffer(size / sizeof(u32));
file.seekg(0);
file.read(reinterpret_cast<char*>(buffer.data()), size);
+3 -3
View File
@@ -14,7 +14,7 @@ namespace Engine {
SyncManager::SyncManager(Device& device, u32 maxFramesInFlight, u32 imageCount)
: m_Device(device)
{
vk::SemaphoreCreateInfo semInfo;
const vk::SemaphoreCreateInfo semInfo;
// 每帧一个 ImageAvailable
m_ImageAvailable.resize(maxFramesInFlight);
@@ -48,7 +48,7 @@ namespace Engine {
for (auto s : m_RenderFinished) vkDevice.destroySemaphore(s);
}
void SyncManager::WaitFence(u32 frameIndex)
void SyncManager::WaitFence(const u32 frameIndex) const
{
auto result = m_Device.GetDevice().waitForFences(
m_FrameFences[frameIndex], VK_TRUE, std::numeric_limits<u64>::max());
@@ -57,7 +57,7 @@ namespace Engine {
}
}
void SyncManager::ResetFence(u32 frameIndex)
void SyncManager::ResetFence(const u32 frameIndex) const
{
m_Device.GetDevice().resetFences(m_FrameFences[frameIndex]);
}
+3 -2
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@@ -219,7 +219,7 @@ namespace Engine
// DDS → Vulkan 格式映射。sRGB 语义由贴图槽位决定(渲染侧职责):
// 颜色图(BaseColor/Emissive)→ SRGB 变体
// 数据图(Normal/Specular 等线性槽位)→ UNORM
vk::Format ToVkFormat(Assets::Dds::DdsFormat f, bool srgb)
vk::Format ToVkFormat(const Assets::Dds::DdsFormat f, const bool srgb)
{
using DF = Assets::Dds::DdsFormat;
switch (f) {
@@ -279,9 +279,10 @@ namespace Engine
std::vector<vk::DeviceSize> offsets(m_MipLevels);
{
vk::DeviceSize off = 0;
auto* dst = static_cast<u8*>(stagingAlloc.MappedPtr);
for (u32 mip = 0; mip < m_MipLevels; ++mip) {
offsets[mip] = off;
std::memcpy(stagingAlloc.MappedPtr + off,
std::memcpy(dst + off,
data.Mips[mip].data(), data.Mips[mip].size());
off += data.Mips[mip].size();
}
+1 -1
View File
@@ -26,7 +26,7 @@ namespace Engine {
ENGINE_INFO("UniformBuffer created: {} bytes x {} frames", size, frameCount);
}
void UniformBuffer::Update(u32 frameSlot, const void* data, u64 size)
void UniformBuffer::Update(const u32 frameSlot, const void* data, const u64 size) const
{
m_Buffers[frameSlot]->Upload(data, size);
}